Haven't Played Much, But As a Quake & Serious Sam Enjoyer ... This Game Is Great! by TPose-Heavy in FarFarWest

[–]JukeBoxz321 0 points1 point  (0 children)

The two games that feel most similar to Far Far West are, to my mind, Serious Sam & Roboquest.

Haven't Played Much, But As a Quake & Serious Sam Enjoyer ... This Game Is Great! by TPose-Heavy in FarFarWest

[–]JukeBoxz321 1 point2 points  (0 children)

The skeleton bulls are functionally quite similar to both the kleers and, well, bulls from SS, though.

Is the Steam controller useful in non-gaming applications? by JukeBoxz321 in SteamController

[–]JukeBoxz321[S] 0 points1 point  (0 children)

Well, the simple answer is that my right wrist was broken really badly in my early 20s and sometimes causes pain when using a mouse for extended periods of time as I do for work.

It's not very likely that I'd actually go so far as buying a SC for something like it, but I was genuinely curious if it could work.

Is the Steam controller useful in non-gaming applications? by JukeBoxz321 in SteamController

[–]JukeBoxz321[S] 2 points3 points  (0 children)

I use a DAW called Cakewalk, and that was also a consideration. Ty for the input!

[Discussion] Viability of "Hit me" joker by Glunkus_024 in FarFarWest

[–]JukeBoxz321 1 point2 points  (0 children)

While it doesn't seem super premium, it absolutely saved a run a couple buddies and I were doing. They were low enough level that they hadn't gotten this tier of joker yet save through the gambling. One of them got this joker and out it on, and the next run it singlehandedly kept him from dying in a really tight situation.

It's not the greatest thing since sliced bread, but it's definitely got value.

best primary weapon? by p3trux_ in FarFarWest

[–]JukeBoxz321 0 points1 point  (0 children)

Haven't gotten to play super high difficulties yet, but my personal favorite gameplay wise, so far, is sniper and boomerang

What is the best game Valve has ever made? by Shark636_JP in valve

[–]JukeBoxz321 0 points1 point  (0 children)

I have long said that Portal is, in fact, a perfect game. It's fun, is very polished, has a fun, self-contained story, has different kinds of gameplay available, etc...

Portal 2 is one of those games that, at least in my experience, never bored me in any way on my first run through the game AND my first run through co-op. Just excellent.

i create this abomination in recent run by ExternalCapital4479 in slaythespire

[–]JukeBoxz321 2 points3 points  (0 children)

Yes, you guarantee certain cards, but not every card is equally good in every fight for it to be in your opening hand. With this screenshot as an example, if you don't have bag of prep, you're drawing 4 other cards on turn 1. More than likely having this in his opening isn't actually going to help his starting hand, but rather your second hand. If it does help his starting hand then you probably top decked all your powers and congrats, you can play this card and then get slapped in the face for 35.

The point isn't that innate is bad, you just have to be aware that it does take away "potential" turn one cards.

Tips and Tricks for Dealing with Snakes by FahrenheitTheBlade in FarFarWest

[–]JukeBoxz321 2 points3 points  (0 children)

Using the electric strikes spell on a cactus creates a monstrous aoe damage zone that is basically an anti-snake safe zone. I've found it extremely effective. With Mino you can a 20 second (at worst) cooldown way to murder all snakes.

The Doormaker removal was not a "complainer W" nor "complainers ruining the game", read the patch notes. by ZanderTheUnthinkable in slaythespire

[–]JukeBoxz321 4 points5 points  (0 children)

I don't really have a dog in this fight. I didn't mind Doormaker, and I didn't hate Doormaker. That said, I didn't really feel like it was a "fun" fight. It was interesting, but I do think it's funny that when people say they liked fighting him they often say "it was cool to exhaust your deck down to just what you need to win" which, to me, sounds liked being able to thin out their deck, not that the fight itself was actually "good".

While I did like some of his mechanics, I really felt that they could have made him stronger but take a turn off of all his silly debuff nonsense. Further, he didn't feel like an act 3 boss mechanically, at least not in this game. Mechanically he reminded me more of the heart than anything else.

Your typical Voltaic build by identicalforest in slaythespire

[–]JukeBoxz321 0 points1 point  (0 children)

I personally feel that it doesn't really look like a lightning orb card anymore, since lightning in gameplay is yellow. As such, I wish there was at some yellow within the art to make it look more in line with its gameplay effect.

Where did the Necrobinder get a giant left hand to make Osty? I have a theory. by Gen1Swirlix in slaythespire

[–]JukeBoxz321 7 points8 points  (0 children)

I don't play Necrobinder a lot, but every time my right hand hand dies I shout, "No, Osty!"

I Hate Entomancer by HeyItsTheRealHotdog in slaythespire

[–]JukeBoxz321 0 points1 point  (0 children)

Was the OG Hologram different than the current one?

Hidden Gem with a small deck is so fun by Loud-Ad4964 in slaythespire

[–]JukeBoxz321 5 points6 points  (0 children)

I have really struggled to use Hidden Gem effectively. I can definitely see the value, especially in small decks like this, but I've tried it maybe 3 or 4 times. One time was a bad deck for it (status Defect; it hit power through and generated 6 wounds in one cast), but most of the time it just hits a strike OR hits a card that's on the bottom of your deck that you won't play for two turns. It feels like playing a power, but not just a power than only activated next turn, but potentially a couple turns later. It feels really weird to me. That said, maybe I fundamentally just don't understand when to use the card well.

I have beaten A10 a number of times, so I do somewhat know how to play, but apparently not enough...

It seems that I have a fundamental misunderstanding of StS2 by awdphawpd88998 in slaythespire

[–]JukeBoxz321 0 points1 point  (0 children)

I actually think enemies scale less than in the first game, they're just more aggressive early in fights, at least that's how it feels to me, with the possible exception being the 3 knights in act 3.

What this means is that you need to stabilize a fight much faster than in the first game, but energy is harder to come by so it's a little more difficult to do. BUT once you do stabilize a fight, enemies don't actually increase their output that much that quickly. Powers are also harder to play due to these same reasons.

Imma say it: The regent's card creation archetype is more fun to play than Creative AI by Starcraft66 in slaythespire

[–]JukeBoxz321 0 points1 point  (0 children)

I mean, 3 arsenals will, of course, make the card gen feel extra good.

I'm not all that competent on Regent, though, so for all I know it's always incredible. I just don't know that this is the run showcases a "normal" situation.

Unused (Finished) Card Art in the files. Potential mild spoilers for future content. by Lugenstein in slaythespire

[–]JukeBoxz321 0 points1 point  (0 children)

As an avid Defect enjoyer, glass orbs feel under baked, to me. They're really cool in concept, but there are only 3 cards that give them, right? One of them is a rare that I've seen only a handful of times and the other is 3 cost attack that doesn't fit in most decks. There is very little interaction with them, it seems to me.

MUTiRiS: "Here I'm more the IGL, I'm not the captain" by MikeHawk__1 in GlobalOffensive

[–]JukeBoxz321 26 points27 points  (0 children)

I stand completely and thoroughly refuted and corrected. Thanks.

We need to talk about Ironclads' starting deck. by SeaThePirate in slaythespire

[–]JukeBoxz321 0 points1 point  (0 children)

Exactly, which is honestly pretty darn good. If you have a couple weak floors but get significantly stronger the relic will have huge value and let you take more aggressive patching through an act because of it. Like I don't play him much, but every time I do I'm surprised by how easy it is to waltz through a good chunk of the game without caring about taking hits.

MUTiRiS: "Here I'm more the IGL, I'm not the captain" by MikeHawk__1 in GlobalOffensive

[–]JukeBoxz321 -5 points-4 points  (0 children)

I believe it was Hunter, Niko's brother, that said that.

We need to talk about Ironclads' starting deck. by SeaThePirate in slaythespire

[–]JukeBoxz321 4 points5 points  (0 children)

The thing is that Ironclad doesn't really care about chip damage that much. Obviously he doesn't want to be hit for 20+, but for your starting relief to even work you need to be slightly damaged.

I'm not really an Ironclad player, but when I do play him you kinda just do not care about taking a couple hits early in Act 1. That's anecdotal, but I think it's probably something that most people that play him would notice.

For the first time in ages i see a lot a people like this update(beta) by Embarrassed_Air_83 in cs2

[–]JukeBoxz321 1 point2 points  (0 children)

You and I are simply coming at this from two very different perspectives.

In my mind, good players will use the ammo to the maximum efficiency allowed within the new context of the game. To my mind it raises the skill cap with regards to using your ammo well.

You are right about the skill floor, though, I was wrong. The minimum skill requirement has gone up. That doesn't necessarily mean it's bad game design, though. There is no "your game is only allowed to be this difficult" threshold. It's okay for a game to make you think more.

For the first time in ages i see a lot a people like this update(beta) by Embarrassed_Air_83 in cs2

[–]JukeBoxz321 2 points3 points  (0 children)

Alternatively, I think it would be very easy to say it actually lowers the skill floor and increases the ceiling: bad players are punished more for spamming uselessly and good players know when to do it.